#version 450
#extension GL_EXT_samplerless_texture_functions : require
#extension GL_EXT_scalar_block_layout : require
#define TEX_SET 0
#include "frag_spec_const.glsl"
#include "out.common.glsl"
#include "tex_set.glsl"
#include "eotfs.glsl"
layout(location = 0) out vec4 out_color;
void main() {
vec4 c = texelFetch(tex, ivec2(gl_FragCoord.xy), 0);
if (eotf != inv_eotf || has_matrix) {
vec3 rgb = c.rgb;
rgb /= mix(c.a, 1.0, c.a == 0.0);
rgb = apply_eotf(rgb);
if (has_matrix) {
rgb = (cm_data.matrix * vec4(rgb, 1.0)).rgb;
}
rgb = apply_inv_eotf(rgb);
rgb *= c.a;
c.rgb = rgb;
}
out_color = c;
}